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April 29, 2016
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April 29, 2016
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From browser to mobile games: An InnoGames retrospective  
by Gamasutra Community [04.28.16]
Within the last five years, we at InnoGames faced the challenge of a transition from pure browser based development to efficient mobile development teams working with Unity, Unreal 4 and Java.
Business/Marketing, Social/Online, Smartphone/Tablet

Minecraft now available on Gear VR, with interesting VR design adjustments  
by Kris Graft [04.27.16]
Minecraft has arrived on Oculus and Samsung’s Gear VR mobile headset, and it’s a fairly interesting take on the nearly five-year-old sandbox crafting game.
Design, Smartphone/Tablet

Nintendo bringing Animal Crossing and Fire Emblem to mobile 3
by Chris Kerr [04.27.16]
"Both of these are pure game applications. Compared to Miitomo, they have more prominent game elements, and the game content will tie closely into Nintendo’s dedicated games business."
Business/Marketing, Smartphone/Tablet

China is driving big growth for Unity mobile game installs  
by Alex Wawro [04.29.16]
Unity reports that in the first 3 months of 2016 nearly 220k Unity mobile games were installed 4.2 billion times on 1.7 billion devices. 31 percent were in China, vs. just 11 percent in the U.S.
Business/Marketing, Smartphone/Tablet

The unexpected creative genesis of Her Story  
by Christian Nutt [04.29.16]
"If all your ideas are coming from movies, that can be a problem. An artist has already gone out into the world and compressed a lot of information to create that film."
Design, Console/PC, Indie, Smartphone/Tablet

Australian Parliament report calls for renewed game industry funding  
by Christian Nutt [04.29.16]
Australian parlimentary report recommends reinstating funding developers with grants and loans to boost the local game biz, and adding tax breaks for bigger studios.
Business/Marketing, Console/PC, Smartphone/Tablet

8 tips for showcasing your game at a convention like PAX  
by Gamasutra Community [04.29.16]
From booth facing to strategic activity design, indie front TinyBuild shares lessons learned from bringing booths and showcasing games at 8 PAX events in a row.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Get a job: Disruptor Beam seeks a Cinematic Artist  
by Staff [04.28.16]
Boston-based game studio Disruptor Beam is hiring an experienced artist to do cinematic production work that includes concept development, editing, trailer creation and animation video work.
Art, Social/Online, Smartphone/Tablet, Recruitment



Why the 'late' arrival of the NX may be a good thing  
by Steve Bailey [04.29.16]
A successful but overdue appearance is preferable to repeating the Wii U's slender impact.
Business/Marketing, Console/PC, Smartphone/Tablet

Preparing your project for version control using SourceTree and Bitbucket  
by Elmar Talibzade [04.29.16]
At some point of game development, we all need to secure our project away from harm… So today I am going to teach you how to add your existing work to a Bitbucket repo using SourceTree.
Programming, Production, Console/PC, Indie, Smartphone/Tablet

Implementing Context Sensitive Commands in UI Design  
by Josh Bycer [04.28.16]
Today's post looks at the implementation of context sensitive commands and the thought process that goes into them.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Using New Buyer Packs to Enhance Player Experience and Increase Conversion  
by Shaun Gao [04.27.16]
Games are hobbies, and all hobbies are more fun and engaging with a beginner pack. In games, these "starter" packs have lasting value and can guide players in the right direction.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

From Browser to Mobile Game Development – An InnoGames Retrospective  
by Dennis Rohlfing [04.27.16]
In the following, I will give some insights into what we tried at InnoGames, and how we have made very promising steps towards a highly engaged mobile player base.
Console/PC, Smartphone/Tablet


Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[04.29.16]
Engineering Director


Kabam — San Francisco, California, United States
[04.29.16]
Game QA Analyst (Contract)


Vicarious Visions / Activision — Albany, New York, United States
[04.29.16]
Animator-Temporary
See job description.

Disruptor Beam — Framingham, Massachusetts, United States
[04.27.16]
Cinematic Artist


Wargaming America, Inc. — Emeryville, California, United States
[04.27.16]
Senior Monetization Specialist
The Senior Monetization Specialist will create and execute live events for all Wargaming titles.

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[04.27.16]
Senior Software Engineer


Vicarious Visions / Activision — Albany, New York, United States
[04.27.16]
Art Director - Vicarious Visions
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[04.27.16]
Character Artist-Temporary
See job description.

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[04.26.16]
UI/UX Artist


Particle City — Los Angeles, California, United States
[04.25.16]
Server Engineer (Contract)
Do you wrangle big data while rustling up servers in your sleep? Do you compare and contrast Asynchronous Servlets and Node.js around the camp fire? Would you like to tame the frontier of mobile gaming? If you’ve got the know-how, we’ve got the challenge: Bring the Titanfall universe to mobile!